In visual novels, 'be' functions as a narrative device to end the story in an unsatisfactory or negative way from the protagonist's perspective. It can also be used to explore different themes like loss, failure, or betrayal. But when it comes to 'ne', we really don't have much information. It could be a term used in a very small subset of visual novels, perhaps related to a unique gameplay mechanic or story element that is not widely known. Without more context, it's difficult to determine how it functions in the context of visual novels.
The 'be' in visual novels is crucial for the narrative structure. It serves as a contrast to the good endings. It often shows the darker side of the story world. For example, if a visual novel is about a fantasy adventure, a 'be' could be the hero being defeated by the villain. However, 'ne' is an enigma here. It might not have a set function in the traditional visual novel framework. It could potentially be a variable or a placeholder in some very specific coding or storytelling method in an unusual visual novel, but that's just speculation.
For 'be' in visual novels, it functions to create a sense of consequence. When players make certain choices, a 'be' can be the result, teaching them about the importance of their decisions. As for 'ne', since it's not a common visual novel term, it's hard to say how it functions. It may not function at all in the general sense.